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Messages - pisskop

Pages: [1] 2 3 ... 228
1
Most items can be used as magic...
NPCs can be spawned in specific areas.
We can remove the cars, and add in carts?

2
Talkin' 'bout skeletons and goblins, dwarves and magic.

We have most of the tools to do so.


Not explicitly offering to make, one, but prefer to talk about it and see what happens from this.

3
General Discussion / Re: HUGLAGHALGHALGHAL
« on: August 14, 2017, 07:51:39 PM »
I kept this one -> its magic


4
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: August 10, 2017, 04:32:30 AM »
so i went to test out the armor in a doomlab start....

omgwtfysb what did they do to low skill gun using?  that manhack was unpewable.

second...
>.>
<.<

i found a cyberdemon in the lab.  scary.

5
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: August 09, 2017, 06:00:38 PM »
To recap, 5.3.5:

- less unhealth
- less aquarium fert use
- Improved 'spess plastic', and lowered the encumbrance of prm marine stuff.  thus its more protective and less cumbersome.
- made cellar spiders less bashy and stabby and more dodgey.

6
??

Clang is a program.
Im trying to create an exe of the game in linux.

7
Anyone know whats up with clang?

not working, working?  it wont make for me.

8
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: August 09, 2017, 05:05:47 PM »
Guard cyborgs at lab just annoying.
despite its energy launchers cooldown is slow, ONE-SHOT is enough to Kill most survivors.
in lab, likely to face that at close quarter, then they shot it. And likely to See "Press X to accept your fate..."
i know it sometimes mutters "i am zulubeta... balala" but it isnt that loud, so need clyovence artifact or spamming Control laptop at every room for safe travel at lab.. which makes them annoying. also they dont emit light.

just its hard to expect where it is the problem.
or make them dont shot instantly when players face it...
Unless you intended to make it for Yet another annoying death or for players annoyance

Okay.  Ive nerfed their accuracy as much as I can without messing with the corresponding player cbm (they actually use the cbm weapon).

Additionally, they only target enemies from 4-13 tiles away.  Closing in or backing off will eliminate this.  Their night vision is 5 as well, so sneaking up on them isnt too bad.  They take 300 move points to fire.

Update will come before 130p today.

9
the issue is how damn tedious it is with wanderers on.

the hordes feed into each other

10
I would rather see 3 months after the end, not 5 days.

We could also up the amount of destruction and looted stuff

11
ummm, why?  does it bother you to be forgotten?

to whom do you tell your deeds (that doesnt die horribly)?
what children are there to recieve your legacy?
in what fashion do you hope to live on?
what cultureis there to spread your tales (tails too)?

everything about early development is Lovecraftian.  this is def a feature from early dev

12
Is it possible to spawn specific types of buildings, more specifically - houses with overmap editor? I want to look at bee/wasp/cult/modern houses but it's basically trial and error for me.
overmap special editor.   but theres a few constraints...

1 - you cannot have moved your reality bubble into the area you want to debug yet.
2 - these houses are randoed out of normal 'house'.  each house has a chance to become any of all the house types, but we can't force them to spawn except brute forcing them and generating the map tile.


3 - combine one and two and thus three becomes evident.

actually, if you know the id or a unique enough partial id (_wasp or _modern, for example) you may be able to use the overmap terrain edittor.  accessed via the same overmap editor as the specials.

search for em and addem

13
Is it possible to spawn specific types of buildings, more specifically - houses with overmap editor? I want to look at bee/wasp/cult/modern houses but it's basically trial and error for me.
overmap special editor.   but theres a few constraints...

1 - you cannot have moved your reality bubble into the area you want to debug yet.
2 - these houses are randoed out of normal 'house'.  each house has a chance to become any of all the house types, but we can't force them to spawn except brute forcing them and generating the map tile.


3 - combine one and two and thus three becomes evident.

14
The Toolbox - Code Help / Re: The Minor JSON Questions Thread
« on: August 04, 2017, 12:33:40 AM »
Inside the overmap special.json file there are tags for [occurances].

You mod those two bracketed numbers.

Numbers range from [-1,-1] to ... ... whatever.

-1 means 'no limit'
0 means 'none'
A number represents its contemporary quantity.

The first number is a minimal amount.  the second a max.


...  and for the record, Id shy away from using -1.  it scares the game.

15
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: August 03, 2017, 03:11:23 AM »
I want to make them have to aim, but the mechanics for that are bad.

I can up the noise factor

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